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|dc.identifier.citation||Steinkuehler, C., King, E., Alagoz, E., Oh, Y., Chu, S., Zhang, B., Bakar, A., & Martin, C. (2010). Using a designed, online games based affinity space as a quasi-natural ethnographic context and experiment lab. In Gomez, K., Lyons, L., & Radinsky, J. (Eds.), Learning in the Disciplines: Proceedings of the 9th International Conference of the Learning Sciences (ICLS 2010) - Volume 2, Short Papers, Symposia, and Selected Abstracts (pp. 330-331). Chicago IL: International Society of the Learning Sciences.||en_US|
|dc.description.abstract||This poster outlines an two-year ethnography of an informal after school lab for adolescent boys using the online game World of Warcraft. The purpose of the lab was to promote academic interests and practices to participants who were generally disengaged in traditional school settings. A variety of data was collected including chatlogs, multimedia fieldnotes, etc. The data was coded and analyzed, and general findings show that academic skills were used in a non- academic setting.||en_US|
|dc.publisher||International Society of the Learning Sciences (ISLS)||en_US|
|dc.title||Using a designed, online games based affinity space as a quasi-natural ethnographic context and experiment lab||en_US|
|Appears in Collections:||ICLS 2010|
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